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<h1><a href="../apiOverview.htm">Regular API</a> function</h1>
<h3 class=subsectionBar><a name="simGetObjectUniqueIdentifier" id="simGetObjectUniqueIdentifier"></a>simGetObjectUniqueIdentifier / sim.getObjectUniqueIdentifier </h3>
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Description 
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<td class=apiTableRightDescr>Retrieves an object's unique identifier (an object handle is unique, but not across opened scenes. Additionally, if a huge amount of objects are created/destroyed (&gt;2000000), then handles of destroyed objects will be reused. This is not the case with unique identifiers).<br></td>
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C synopsis
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<td class=apiTableRightCSyn>simInt simGetObjectUniqueIdentifier(simInt objectHandle,simInt* uniqueIdentifier)<br></td> 
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<td class=apiTableLeftCParam>C parameters</td> 
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<div><strong>objectHandle</strong>: object handle, or sim_handle_all to retrieve all object identifiers<br>
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<div><strong>uniqueIdentifier</strong>: pointer to the unique identifier, or if sim_handle_all is specified as the object handle, then the pointer points to several values. The user is in charge of reserving the buffer (size 1 if handle is specified, or number of objects in the scene if sim_handle_all is specified)<br>
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C return value
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<div>-1 if operation was not successful<br>
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Lua synopsis
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<div>(1) number uniqueId=sim.getObjectUniqueIdentifier(number objectHandle)</div>
<div>(2) table uniqueIds=sim.getObjectUniqueIdentifier(sim.handle_all)</div>
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<td class=apiTableLeftLParam>Lua parameters</td> 
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<div>Similar to the C-function counterpart</div>
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Lua return values
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<div>(1) <strong>uniqueId</strong>: the unique identifier</div>
<div>(2) <strong>uniqueIds</strong>: a table containing the unique identifiers</div>
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